Arrows of DFB [Archive] - Wizards Community

Post/Author/DateTimePost
MistWolf

11-06-05, 10:54 PM
How would one make arrows with Delayed Fireballs cast on them? I'd like my Ranger to have a few in his quiver. They need to be stable until fired. He'd have to prime them prior to loosing or they'd prime when loosed. How do we make these work?
Jaid

11-07-05, 12:16 PM
hmmm... well, i would say:

1) activated with a standard action. ie, only 1 arrow per round. firing the arrow included in the action.
2) price:

spell level * caster level * 50 gp (as a potion).

7 * 13 * 50 = 4,550 gp

however, weapons are enchanted by adding a '+' to the weapon, typically. so unless your DM allows this as a unique item (kinda like those arrows of sleep, or arrows of slaying iirc) then you probably couldn't make one using that method.

i would say at least count them as +4 or +5 equivalents for the more correct method, IMO.
tui

11-07-05, 01:12 PM
spell level * caster level * 50 gp (as a potion).

7 * 13 * 50 = 4,550 gp


That's a decent ballpark figure.

For comparison:
- Arrow Disintegration (A&EG, 6th level spell) = 3,307gp
- Arrow of Slaying (PHB, 7th level spell) = 2,282
- Arrow of Greater Slaying (PHB, heightened 7th level spell) = 4,057

Disintegration has a lower DC, obliterates all your stuff, too, but isn't limitted to just one type or subtype of creature as the Arrows of Slaying are.
tarkin

11-07-05, 01:36 PM
As the fireball goes off even if people are not directly hit by the arrow, I feel you don't need to use the +x bonus (This is a rare exception to that rule.

I personally would design it as follows:

Arrows of Delayed Fireball.

These arrows typically come in a set of 5, although they can be purchased seperately. You can not purchase more than 5 with the same command word

If purchased together, all 5 can be activated with a single standard action. All the arrows, are set to go off exactly 2 rounds after activating. They explode in a 20ft radius area, doing 15d6 of damage, (even if you are caught in multiple blast areas from multiple arrows) - but the save DC will go up if you are caught in multiple areas. This fire damage is in addition to the standard damage of 1d8 20x3, plus any bonus for a magic bow/might bow that might apply.

If someone is in a single blast area, they get a Reflex save, DC 20 for 1/2 damage.

If you are in in more than one blast area, raise the Reflex DC by +3 for each additional blast area you are caught in. Someone caught in all 5 blast areas gets a save of DC 32 (20+3+3+3+3)

You can not fire them in the same round they are activated. Typically the following is done:

Round 1) Activate all 5 (Standard Actio)
Round 2) Fire all 5 arrows (Full Round attack with Rapid Fire).
Round 3) all 5 arrows burst into flame, doing 15d6 each.

Strong Evocation, CL 15, Craft Arms and Armor, Delayed Blast Fireball, Caster level of 15, Price: 5,250 gp / arrow (15th level), or a set of 5 arrows for 26,250 gp
jaelis

11-07-05, 01:51 PM
What happens if you miss?
Jaid

11-07-05, 09:11 PM
then you should probably apply the grenadelike weapons rules, since that's basically what the arrow should become.